[RPG] Party of 6 Level 12 PCs against a Gold Adult Dragon

dnd-5eencounter-design

I am a new DM and am trying to create a mini campaign for an all-night D&D session. The problem I keep running into is how hard should I make the campaign, or what my players will be able to handle. I have heard people say that the CR is related to the level of the party, but I have heard others say that the CR system is not very good.

The players are also very new, we've only had 5 sessions of Lost Mine of Phandelver. Most of the monsters I've added will have a CR equal to what the player's level should be at that point in the campaign, but I am a little confused when it comes to the boss: A gold adult Dragon. At that time, I had planned the party to be around level 12, but according to this, the dragon has a CR of 17. I thought this should be fine, as it is a boss fight, but I want to make sure I don't TPK the party.

How do you think they would go in that fight?

In case this is important:
The party consists of a wizard, rogue, cleric, paladin, fighter and ranger

Best Answer

"By the books" the encounter is barely a Hard one. But there are huge caveats....

The adult gold dragon is CR17, 18,000 XP. According to the DMG at p.82 your L12 PCs can handle 2,999 XP each in a medium encounter, or 3,000 XP puts them into "hard" territory. And just to remind ourselves:

Hard. A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. (ibid.)

Caveat 1: preparation/rest.

You haven't mentioned how prepared/rested you expect the PCs to be. In my experience a party of well-rested and -equipped L12 adventurers may have no problem punching out a CR17 creature. (A week ago a L12/13 party of 4 I was playing in had basically no trouble taking out a CR18 boss. And that was with one party member out of the fight--no, out of the plane--for the encounter.)

This also applies to your players: if they're practiced at combat, if they're synergizing well, if they know how to unload when they need to, that's easily a factor of x1.5 or x2 in the hellfire they can unleash on an opponent. If your party's coming in loaded for bear, that's very different than if they're lurching into their final battle wheezing, out of action surges and high-level spell slots, &c.

This, IMO, is a much bigger dial tweaking the encounter's difficulty than is CR.

Caveat 2: GM play.

If you play this dragon as smart, experienced, nimble, and self-preservationist as you can, I think your party stands little chance. You've got legendary resistances, you've got lair actions, you get to set the terrain (the same way the dragon set its lair), and you don't have to play it fighting to the death.

Many GMs, in my experience, play even their smart monsters "stupid," out of a sense of fairness to the players, or out of a desire to avoid TPK. And it's a reasonable concern: if the intelligent enemy focuses on the spellcaster and takes them out of the fight first, it kinda stinks for that player to have to just watch the rest of the table having fun. Much easier just to roll a dParty to decide targets, or to intentionally spread the enemy's attention evenly. And, as we all know, that's the least effective way to make it out of combat alive.

Whether you decide to play this dragon as a creature fighting for its life at all costs or as an expected notch in the belts of your players is an even bigger factor than how prepared the players/characters are.

Again, a much bigger dial tweaking the encounter's difficulty than is CR.